Special Trait Name. Enter the description for your special trait.
Spellcasting. Bhlacigon is a 15th-level spellcaster. Its spellcasting ability is strength (spell save DC 19, +9 to hit with spell attacks). Bhlacigon has the following wizard spells prepared:
Cantrips (at will): Acid Splash, Infestation, Lightning Lure, Mind Sliver, Shocking Grasp, and Word of Radiance
1st level (12 slots): Arms of Hadar, Dissonant Whispers, Ensnaring Strike, Hex, Featherfall,
2nd level (10 slots): Crown of Madness, Dragons Breath, Earthbind, Enlarge/Reduce, Flock of Familiars, Healing Spirit, Maximillions Earthen Grasp, Shatter, Zone of Truth.
3rd level (8 slots): Bestow Curse, Call Lightning, Counterspell, Dispel Magic, Erupting Earth, Hunger of Hadar, Lightning Bolt, Revivify, Spirit Guardians, Summon Lesser Demons, Summon Shadowspawn, Vampiric Touch.
4th level (6 slots): Black Tentacles, Dimension Door, Otilukes Resilient Sphere, Shadow of Moil, Summon Greater Demon, Vitriolic Sphere,
5th level (4 slots): Cone of Cold, Cloud Kill, Danse Macabre, Destructive Wave, Enervation, Insect Plague, Modify Memory, Negative Energy Flood,
6th level (4 slots)
7th level (2 slots): Resurrection, Reverse Gravity
Epic action: Bhlacigon uses an epic action after every player characters turn.
Movement: Bhlacigon can move on his turn and after a players turn, or use one epic action to dash.
Frightful Presence. Two Epic Actions.
Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Action Melee Attack.
One epic action.
Bite, Claw, or Tail Strike: +14 to hit, reach 15 ft (30 for tail strike)., 1 target. Hit: 18 (2d10+6) Piercing, slashing, or bludgeoning damage.
Wing Attack.
Two Epic Actions.
The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Cast Spells (Cantrip-4th level):
One Epic Action.
Bhlacigon can cast any spell 4th level and lower it has and ignores concentration.
Cast Spells (5th and 6th level):
Two Epic Actions.
Spells of this level require epic concentration checks when taking damage before the end of this spell.
Cast Spells (7th level): Three Epic Actions.
Spells of this level require epic concentration checks when taking damage.
Acid Breath (Recharge 5–6).
Two Epic Actions.
The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
Description
Amphibious. The dragon can breathe air and water.
Epic Action: An Epic Action is taken after the end of every player characters turn. Some Epic Actions require more time and uses multiple turns to take effect.
Epic Resistance. This monster has resistance to many effects and rolls a d20 for all saving throws, on a twelve or higher, it succeeds its saving throw. When faced with multi-turn effects, the monster must use an epic action to roll a d20, on a twelve or higher, the monster succeeds his save against the effect.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Comments